Some comments to my previous post were asking why we decided to switch from .NET to wxWidgets.
Check out the full article for all the gritty details.
Some comments to my previous post were asking why we decided to switch from .NET to wxWidgets.
Check out the full article for all the gritty details.
Hi folks, One of the coolest things about working for a company like Insomniac Games is being able to open source technology that our tools team creates. Nocturnal is our open source project, and one of the most useful things included with the ToolsFramework project is its c++ event and delegate system. Any programmer that [...]
This is news to me. Apparently EA has release one of its prototyping GameJam frameworks to the public on Google Code. The framework (called Angel) is available here: http://code.google.com/p/angel-engine/ From the site: Angel was originally made by a group of employees at Electronic Arts Los Angeles for use in a GameJam they were planning for [...]
Hi everyone, I’m Jeff Ward, Lead Architect and co-founder of metrics middleware company Orbus Gameworks, located in Cambridge, MA. Although I’m sure I’ll have a change to talk about the use of metrics as an extension of your tools at some point, for my first post, I wanted to talk about something near and dear [...]
There are many reasons game development tools fail. Perhaps not all of these apply to you, but every game studio I’ve seen has had one or more of the following problems. 1. Design as you go All too often, game companies are in too much of a hurry to allow proper upfront design of tools. [...]
The IGDA Tools SIG is proud to announce that we are relaunching the IGDA Tools blog with new authors, new technology, and a new name, The Toolsmiths! Along with a new design, we have enlisted the help of 3 new authors, all of which have a very clear opinion on game industry tools. All of [...]